Sonic

116 moves43 changed by HDR73 vanillainternal sonic
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
3-4385°20 fixed-8315–0top
3-4383°20 fixed-81, 2top
3-43Sakurai20 / 30-83top
hdr◆‡
Jab
5-7385°20 / 25-6515–0, 1, 2legr, kneer
hdr◆
Jab
5-74Sakurai50 / 110-21531–0, 1, 2hip, kneel

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆‡
Dash Attack
9-123Sakurai30 fixed-44957–0top
16-21655°40 / 130-350kneel
16-18655°40 / 130-351top
22-28448°40 / 130-300kneel

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-1111Sakurai20 / 90-17733–0kneel
7-119Sakurai20 / 90-191, 2kneel, legl
hdr
Forward Tilt
7-1111Sakurai20 / 90-17733–0kneel
7-119Sakurai20 / 90-191, 2kneel, legl
hdr
Forward Tilt
7-1111Sakurai20 / 90-17733–0kneel
7-119Sakurai20 / 90-191, 2kneel, legl
hdr◆
Up Tilt
8-12280°35 fixed-24836–0, 1legr, kneer
8-122Sakurai45 fixed-242kneer
8-122366°35 fixed-243, 4legr, kneer
8-122366°45 fixed-245kneer
13-21675°40 / 120-170, 1, 2legl, kneel
hdr
Down Tilt
6-86100°50 / 100-14626–0, 1legr, kneer
6-86106°50 / 106-142kneer

Smash Attacks

8 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
18-2016Sakurai32 / 98-251854–0, 1, 2handr, armr, shoulderr
hdr
Forward Smash
18-2016Sakurai32 / 98-251854–0, 1, 2handr, armr, shoulderr
hdr
Forward Smash
18-2016Sakurai32 / 98-251854–0, 1, 2handr, armr, shoulderr
vanilla◆•
Up Smash
no hitboxes–60––
hdr◆‡
Up Smash
9-121680°27 / 100-23943–0, 1kneer, footr
13-1612Sakurai15 / 100-210, 1kneer, footr
AttackLw4Charge vanilla◆•
Down Smash
no hitboxes–59––
hdr◆‡
Down Smash
5-815Sakurai35 / 90-34550–0, 1, 2hip, kneer, footr
9-2012Sakurai20 / 94-320, 1, 2hip, kneer, footr

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
5-814Sakurai15 / 105+1536834–0top
5-811Sakurai15 / 10501top
9-188Sakurai25 / 95-20top
19-225Sakurai25 / 100-40top
hdr◆‡
Forward Air
7-8955°30 / 100-5736111-4, 32–0kneer
7-811Sakurai45 / 90-31footr
9-12955°30 / 100-50kneer
9-1211270°0 / 82-31footr
hdr◆‡
Back Air
12-1311Sakurai30 / 94-21235101-3, 32–0hip
12-1314Sakurai30 / 94-11, 2kneer
14-187Sakurai40 / 80-50hip
14-1810Sakurai40 / 80-31, 2kneer
hdr◆‡
Up Air
5-74110°45 fixed-6537101-3, 33–0, 1top
5-74123°60 fixed-62, 3top
10-141090°52 / 85-30, 1, 2top
hdr‡
Down Air
11-1310287°10 / 92-91139161-4, 34–0top
11-131037°45 / 88-91top
14-16960°30 / 66-100top
14-169Sakurai45 / 88-101top
17-276Sakurai45 / 75-110top

Special Attacks

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
SpecialNStart vanilla•
Neutral Special
no hitboxes–4–––
vanilla•‡
Neutral Special
no hitboxes–––––
hdr•
Neutral Special
no hitboxes–––––
hdr•‡
Neutral Special
1+880°50 / 90–1–––0bone_hash
hdr◆‡
Neutral Special
no hitboxes–16–––
vanilla‡
Neutral Special
no hitboxes–46–––
SpecialNCancel vanilla
Neutral Special
no hitboxes–30–––
vanilla‡
Neutral Special
no hitboxes–32–––
SpecialAirNStart vanilla•
Neutral Special
no hitboxes–4–––
SpecialSStart vanilla•
Side Special
no hitboxes–8–––
SpecialSHold vanilla•
Side Special
no hitboxes–––––
SpecialSHoldJump vanilla•
Side Special
no hitboxes–––––
vanilla•
Side Special
1-31570°70 / 70–1––JC1hip
vanilla•
Side Special
1+770°67 / 67–1––JC0hip
vanilla•
Side Special
1+470°65 / 70–1––JC0hip
vanilla
Side Special
2-333Sakurai66 / 112-55261–JC0hip
vanilla•
Side Special
no hitboxes–36–––
SpecialSRebound vanilla
Side Special
no hitboxes–32–––
SpecialSEndStart vanilla•
Side Special
no hitboxes–13–––
SpecialSEndLoop vanilla•
Side Special
no hitboxes–––––
SpecialSEnd vanilla
Side Special
no hitboxes–13–––
hdr‡
Side Special
2-94Sakurai45 / 100-12219–JC0top
10-18125°50 / 120-60top
hdr‡
Side Special
no hitboxes–29–––
hdr•
Side Special
no hitboxes–8–––
SpecialAirSEndStart vanilla•
Side Special
no hitboxes–13–––
SpecialAirSEndLoop vanilla•
Side Special
no hitboxes–––––
SpecialAirSEnd vanilla
Side Special
no hitboxes–13–JC–
hdr‡
Side Special
no hitboxes–28–––
vanilla•
Up Special
no hitboxes–3–––
hdr
Up Special
no hitboxes–16–––
hdr•
Down Special
no hitboxes–12–––
hdr•
Down Special
7-439 (every 9)190°58 / 0–7–––0rot
SpecialLwEnd vanilla
Down Special
no hitboxes–30–––
hdr☆
Down Special
7-439 (every 9)190°58 / 0–7–––0rot
hdr☆
Down Special
7-439 (every 9)190°58 / 0–7–––0rot
hdr☆
Down Special
7-439 (every 9)190°58 / 0–7–––0rot
hdr•
Down Special
no hitboxes–12–––
hdr•
Down Special
7-439 (every 9)190°58 / 0–7–––0rot
SpecialAirLwEnd vanilla
Down Special
no hitboxes–30–––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––39–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
10-11––– / –––46–0grab
hdr‡
Pivot Grab
11-12––– / –––39–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1645°70 / 75–1131200–
1-93Sakurai60 / 100–0–
101Sakurai70 / 190–0, 1kneer
hdr‡
Back Throw
19135°70 / 60–4371280–
1-703Sakurai60 / 100–0–
hdr
Up Throw
1576°95 / 60–2340170–
1-213Sakurai60 / 100–0–
22180°60 / 180–0top
hdr‡
Down Throw
1520°75 / 35–4262200–
1-173Sakurai60 / 100–0–
18-41145°0 / 100–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
vanilla
Ledge Attack
19-21945°90 / 20-301956–0top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
20-21748°80 / 48-260top
vanilla
Get-Up Attack
15-216Sakurai80 / 50-291550–0rot
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–25––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

1 article

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Gimmickjump

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fall
5+490°40 / 900top

Attributes

Weight & Size

Weight
82
Jostle Weight
5.4
Shield Radius
10.6

Ground Movement

Walk Speed
1.414
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.7
Run Speed
3.5
Run Accel (mul)
0.12
Run Accel (add)
0.02
Traction
0.085

Jumps

Jumpsquat
4
Jump Initial Y
12.5125
Full Hop Height
35
Short Hop Height
14.595
Air Jump Height
35
Jump Count
2
Horizontal Jump Speed
2
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
1.11
Air Accel (add)
0.01
Air Accel (mul)
0.035
Air Friction
0.01
Gravity
0.111
Fall Speed
1.98

Landing Lag

Nair
8
Fair
11
Bair
10
Uair
10
Dair
16
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (32 -> 44 frames).Jab 2
  • HDR replaces the animation (46 -> 40 frames).Jab 3
  • HDR replaces the animation (65 -> 71 frames).Dash Attack
  • HDR replaces the animation (53 -> 57 frames).Up Tilt
  • HDR replaces the animation (61 -> 60 frames).AttackHi4Charge
  • HDR replaces the animation (79 -> 49 frames).Up Smash
  • HDR replaces the animation (61 -> 59 frames).AttackLw4Charge
  • HDR replaces the animation (70 -> 78 frames).Down Smash
  • HDR replaces the animation (56 -> 45 frames).Forward Air
  • HDR replaces the animation (47 -> 50 frames).Back Air
  • HDR replaces the animation (55 -> 44 frames).Up Air
  • HDR replaces the animation (50 -> 51 frames).Neutral Special (Hit)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 2, Dash Attack, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Spin), Neutral Special (Homing), Neutral Special (Hit), Neutral Special (Rebound), Neutral Special (Landing), Side Special (Boost), Side Special (BoostEnd), Side Special (Air, BoostEnd), Grab, Dash Grab, Pivot Grab, Back Throw, Down Throw
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Down Special (HoldChargeHi), Down Special (HoldChargeLw), Down Special (HoldChargeMiddle)
✕HDR removes this move’s hitboxes.
  • CliffEscape
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Turn), Side Special (EndStart), Side Special (BoostStart), Side Special (Air, EndStart), Up Special (Squat), Down Special (Start), Down Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Spin), Neutral Special (HomingStart), Neutral Special (Homing), Side Special (Hold), Side Special (HoldJump), Side Special (DashHi), Side Special (DashLw), Side Special (EndLoop), Side Special (Air, EndLoop), Down Special (Hold), Down Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Side Special (DashHop), Shield
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.